The Sha'ir 5e
The Sha'ir 5e
The Sha'ir 5e
BY HARRY CRABB
1
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-ARTWORK-
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The following is a list of sources used in creating this document.
All character art in this document has been created by [Zach Hendershott].
Cover art by Zach Hendershott.
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-SPECIAL THANKS-
Zach Hendershott -:- Character Art / Playtester
Cameron Kucheman -:- Marketing / Playtester
Darron Peltekian -:- Playtester
Connor Nason -:- Playtester
Ethan Cassels -:- Playtester
Alex Roberts -:- Playtester
A
human clad in brightly colored silken robes These fonts of elemental power are known throughout the
trudges through the desert sands under the lands as consorts and impressors of genies, either feared or
scorching sun. Parched from the heat, he respected, depending on how they use their powers. Some
uncorks and drains the last few drops from his Sha'ir use their magical gifts and their elemental
waterskin. Despite finishing the last of his companion's powers to help end drought in desert regions or
water, he does not seem overly concerned, as he to quell vast storms at sea, whilst others use the same gifts
continues to climb and descend the dunes in his and powers to create the very same droughts and storms.
path. A Sha'ir can often be mistaken for a simple Elementalist,
Eventually, the man stops, a smile curving across his face, believed only to be a wizard or sorcerer with a particular
his lips cracking in the process, his eyes fixated on something penchant for specific forms of elemental magic. For example,
not too far in the distance. As he gets closer, the object a Sha'ir who travels with an elemental familiar of fire might
becomes clear, a beautifully ornate fountain, half-submerged develop a liking for cantrips and spells such as firebolt,
by an encroaching dune. fireball, and wall of flame, incorporating the elements of
Reaching the fountain, he clears sand from its many magic he is most familiar with.
basins, before pulling a small crystalline container the shape However, Sha'ir can be so much, as they are in fact capable
of a teardrop from his robes. Opening it, he drips the of commanding their familiars to steal any type of magical
contents from into the fountain, where it begins to bubble knowledge from within the unprotected minds of any
and stir, eventually taking shape as a small, floating, bright spellcaster. This includes wielders of divine and eldritch
and bubbling water gen familiar. powers such as clerics and warlocks.
In a cracked voice, the man begins to speak to his familiar, It is well known how powerful primordials, elementals and
ushering it towards the fountain. Without hesitation, the genie kind are, yet these tricksters and planar travelers can
water elemental darts down into the spout of the fountain, bend these beings and their magics to their whims and
only to re-emerge a few moments later, followed by a surge of fancies, making them a truly powerful force to be reckoned
crisp, cold, life-giving water. The Sha'ir heartily thanks his with.
familiar, before eagerly drinking from the fountain and filling
his waterskin with fresh water, all the while his familiar Planar Gatekeepers,
continues to bob and bubble about the fountain, playing
within the fountains many basins. Guards and Guides
Elsewhere, a dwarf blacksmith continues to work upon a Sha'ir are often viewed as keepers of the peace between the
sword, beating upon a metal clasp throughout its length, material and elemental planes, often taking it upon
slowly and carefully embedding a fuller throughout three- themselves to act as gatekeepers, guards and sometimes
quarters of its length. Realizing the blade requires to be even guides to the elemental planes. It is believed they do this
heated once more, he opens a clay kiln to his side, and so that others who seek to tamper or toy with either the
carefully the blade within it once more. Before closing the material or elemental planes are deterred, serving to keep the
kiln door, he whistles in the direction of a torch upon his wall, balance between the realms so that no mortal, doa, djinn,
and from it slinks a small flickering fire gen, with a face of marid or efreeti seeks to conquer or corrupt any of the other
burning coal and a mane of pure white fire. planar regions. However, in dire situations, the Sha'ir have
After speaking a series of commands, the fire gen darts been known to act as guides to certain heroes, to protect and
within the kiln and is shut within. It then proceeds to burn aid them on their quests and journey, as well as safeguard the
with a bluish-white flame, then heats the length of the blade worlds they visit from being trampled or damaged by
with careful intent with its body, until the blade shines with ignorant adventurers.
an even red hue, ready to be worked once more.
Opening the Kiln once more, the dwarf thanks the fire gen Thieves of Magical Secrets
familiar for its service, tossing it a small cube of cedarwood
as payment, which is greedily grabbed by the small fire gen, The Sha'ir are well known for their cunning and tricky
before returning to roost within its torch once more. natures, so much so that many wizards and sorcerers
compare them to fiendish creatures from the nine hells, who
Masters of the Elements barter, deceive and deal in order to get what they want. This
is often because the Sha'ir possess the power to coerce or
The Sha'ir are a group of magical spell thieves who can convince their elemental familiars to carry out certain tasks
communicate with, command and bind essences and on their behalf, most notably, the theft or copying of magical
emissaries from each elemental plane. These elemental knowledge from within the unprotected minds of other
powerhouses can grow stronger either by striking bargains spellcasters.
and deals with primordials, elementals, and genie kind or by
forcing such beings to their whims through either trickery or
brute force.
Familiar Tenacity
Finally, at 3rd level, your familiars' hit point maximum is
increased by 2, and again by 2 whenever you gain a level in
this class and roll hit dice for your elemental companion.
Additionally, your familiar gains proficiency in all saving
throws.
Empowered Ally
At 7th level, when using your chain attack feature, each attack
can be made by either yourself or your familiar, providing you
are both within range. Additionally, if you or your familiar
miss with an attack during the chain of attacks, the other can
spend their reaction to make an additional attack. On a hit,
deal damage as standard and the chain attack continues
uninterrupted.
Finally, your familiar now deals extra damage equal to your
proficiency bonus and their attacks are considered magical
for the purpose of overcoming enemy resistances.
Additional Companionship
At 15th level, you gain the ability to form a bond with a
second elemental familiar. You must follow the ruleset for
binding a new familiar, however, you may choose a familiar of
a different elemental type than that of your original familiars.
This grants you the ability to fetch multiple spells at a time as
well as another elemental type that you receive advantage in
fetching.
Mind Palace
At 19th level, you learn to enhance the protective shield
around your mind. At this level, you gain total immunity to
psychic damage, as well as immunity against any effect that
would sense your location, learn your alignment, learn your
creature type, read or alter your thoughts or memories,
determine whether you are lying, or alter your mental state
such as via a charm or fear effect. Additionally, creatures can
telepathically communicate with you only if you allow it.
Armor Class 13
Hit Points Equal to half the Sha'ir's health at 1st level
or 18 (5d4 + 5)
Speed 0 ft., fly 30 ft.
Armor Class 13
Hit Points Equal to half the Sha'ir's health at 1st level
or 25 (6d4 + 10)
Speed 30 ft., fly 30 ft.
Armor Class 13
Hit Points Equal to half the Sha'ir's health at 1st level
or 22 (4d4 + 12)
Speed 30 ft., swim 30 ft.
Armor Class 13
Hit Points Equal to half the Sha'ir's health at 1st level
or 21 (6d4 + 6)
Speed 0 ft., fly 30 ft.
Magma gen are neutral, tiny elementals that live on the Magma Affinity. The elemental will grant your Sha'ir
fringes of the elemental planes of earth and fire within a advantage in the retrieval of any spell that
place known as the Fountains of Creation, as well as our own manipulates earth or fire (DM's discretion), as well
material plane of existence. as a passive resistance to fire damage. Additionally,
when bonded to this elemental familiar, a Sha'ir
Description learns the primordial language associated with it.
This elemental usually takes the form of a stocky basalt or Molten Form. When a creature grapples or hits this
obsidian boulder with varying sized vents or cracks in it's elemental with a melee weapon it takes 1d8 fire
exterior that spew molten rock, lava, slag, smoke, and ash. damage. For each turn the creature remains
grappled, the grappler takes another 1d8 fire
Personality Quirks damage.
The following table provides you with a multitude of
personality quirks your elemental companion may possess. Fiery Demise. When this elemental drops to zero hit
points it explodes in a molten explosion, creatures
D10 Personality Quirks within 5ft of the explosion must make a DC 13
dexterity or take 2d8 fire damage on a failed save or
1 It likes to eat rocks and spits them up as molten lava half as much on a successful save.
This elemental enjoys resting in burning forges and Obsidain Shell. When this elemental is submerged in
2
fires water its body hardens and becomes stiff. As a
result, the elemental has its AC increased by 2 and
When asked to help smith metal, this elemental
3 its movement halved for 1 minute.
become overcome with joy
When mad, this magma elemental blows its top and Actions
4
billows smoke Touch. Melee Weapon Attack: +6 to hit, reach 5 ft.,
On cold days, this elemental heats small rocks for its one target. Hit: 7 (1d6 + 4) fire damage. If the target
5 is a creature or a flammable object, it ignites. Until a
master to use as hand warmers
creature takes an action to douse the fire, the target
This elemental scavenges the battlefield for metal takes 5 (1d10) fire damage at the start of each of its
6
weapons and armor to eat as a quick snack turns.
This elemental likes to eat sand to blow glass
7
bubbles
Location
8 Likes giving hugs This elemental is usually found in or around volcanoes,
9 This elemental uses the top of its head as a grill whether in pools of standing lava at the base of the volcano,
at the precipice near the volcanoes main vent or within the
10
When this elemental gets nervous it spews foul magma chamber itself.
sulfur smelling gas
Armor Class 13
Hit Points Equal to half the Sha'ir's health at 1st level
or 26 (4d4 + 16)
Speed 30 ft., swim 30 ft.
20 (+5) 8 (-1) 20 (+5) 5 (-3) 8(-1) 5 (-3) False Appearance. While the elemental remains
motionless, it is indistinguishable from a normal icicle.
Damage Vulnerabilities Fire Actions
Damage Resistances Bludgeoning, Piercing, and
Slashing from Nonmagical Attacks Multiattack. The elemental makes two slam attacks or
Damage Immunities Cold, Poison two icicle attacks.
Condition Immunities Exhaustion, Paralyzed, Petrified, Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Poisoned, Unconscious target. Hit: 8 (2d8 + 4) bludgeoning damage.
Senses Darkvision 60 ft., Passive Perception 10
Languages Either Aquan or Auran but cannot speak Icicle. Ranged Weapon Attack: +8 to hit, reach 120 ft.,
Challenge 6 (2,300 XP) one target. Hit: 9 (2d8) piercing damage.